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library / src / main / java / org / distorted / library / main / Distorted.java @ 973e99d7

# Date Author Comment
973e99d7 12/13/2018 04:25 PM Leszek Koltunski

Minor.

2f1f7570 12/11/2018 06:03 PM Leszek Koltunski

Properly clean up static varaibles in the Effect classes!

ed06301f 11/21/2018 11:09 AM Leszek Koltunski

Move EffectMessageSender to the 'message' package (duh!)

a13dde77 07/25/2018 08:43 PM Leszek Koltunski

Progress with a more generic 'preprocess' stage of Postprocessing Effects.

12f9e4bb 07/05/2018 12:39 PM Leszek Koltunski

a mix of two changes:

1) remove the DistortedInputSurface interface (now every Surface is Input)
2) make the OIT SSBO self-adjustable in size

d5e053a5 07/04/2018 01:02 PM Leszek Koltunski

Remove the redundant DistortedNode.onPause()

86c352e0 07/02/2018 03:02 PM Leszek Koltunski

Some progress with not-postprocessed OIT.

c1a38ba3 07/01/2018 11:21 PM Leszek Koltunski

Progress with non-postprocessed OIT.

Status: compiles, but fails to work on both Adreno and Mali. Crashes the app (Adreno) or the whole system (Mali)

edea9cf3 06/29/2018 02:51 PM Leszek Koltunski

In Distorted.onCreate(), catch and re-throw exceptions, so that even is some Program fails to compile, others will still compile.

c25273e0 06/29/2018 02:03 PM Leszek Koltunski

Standarize GLSL version across the whole library.

1f19fba8 06/27/2018 11:51 PM Leszek Koltunski

Port the Mali flash fix to the OIT branch.

6672d895 06/27/2018 01:31 PM Leszek Koltunski

I am pretty sure this time the flashing issues on Mali T880 r12 driver are finally fixed.

The fix: a queue of FBOs render to, just like before, but this time in DistortedScreen we blit not the current FBO, but the one computed several frames ago.

This of course introduces a delay and uses more memory, but it appears to work and does not seem to have any effects on speed.

586b5fa1 06/27/2018 01:30 PM Leszek Koltunski

Port another commit from master.

I spoke too soon, the ARM Mali flashing is of course not fixed yet. The previous commit fixed Triblur, but the bug is still reproducible elsewhere (only in the 'postprocessed' apps though).

This commit introduces a circular queue in case of the postprocessing FBOs - with little success though.

78e89fb5 05/03/2018 03:10 PM Leszek Koltunski

Properly recreate the Atomic and LinkedList buffers onPause.
We have to discard all alpha==0.0 pixels during OIT Pass1.

47511918 04/25/2018 02:17 PM Leszek Koltunski

Order Independent Transparency: some progress

ce154014 04/06/2018 02:02 PM Leszek Koltunski

Make the postprocessing buffers static.

0e924ba5 03/02/2018 12:19 AM Leszek Koltunski

Initialize MessageSender even if compiling some of the programs fails.

aa2f0486 06/26/2017 04:31 PM Leszek Koltunski

Now all PostprocessEffects are truly self-contained, including dynamic enable() and all shader sources.

041b6dee 06/26/2017 03:44 PM Leszek Koltunski

Simplification in PostprocessEffects

7cd24173 06/20/2017 11:51 PM Leszek Koltunski

Move all the knowledge about Vertex and Fragment effects to their respective classes.

1dfc9074 06/19/2017 10:18 PM Leszek Koltunski

All knowledge about Postporcessing moved to the respective Effect classes.

a2d56cfd 06/16/2017 02:33 PM Leszek Koltunski

Change of API: move setting the EGL context back to the APP.

26a4e5f6 06/15/2017 12:14 AM Leszek Koltunski

Reorganize the way we add and remove all Effects (do it through DistortedMaster and is POSTPROCES - adjust Bucket and SORT Nodes).

Buggy: removing effects does not work.

80b3acf6 06/13/2017 03:47 PM Leszek Koltunski

Remove DistortedEffectsPostprocess and unify it with DistortedEffects.

Job not finished - doesn't compile now!

fe82a979 06/07/2017 05:18 PM Leszek Koltunski

Progress with support for Effect classes.